This should just be taken as a general comment.
For me at least, a key to understanding execution flow in a UE4 blueprint is a good, neat organization. Unreal has taken pains to provide mechanisms, such as re-route nodes, to allow a coder to order blueprint nodes and connections in a more or less standard manner.
The first thing that I had to do when I opened a blueprint in the Rpgdemo was to rearrange everything to actually be able to understand what was happening.
While this is not a serious issue, it does retard my impulse to “jump right in and get started.”